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You can't argue that RNG doesn't affect games (Pt 1 - The Premise)

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  • lucas8181_PSNL Offline
    lucas8181_PSNL Offline
    lucas8181_PSN
    replied to Guest on last edited by
    #21

    @j9milz said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    @halfbutt said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    @j9milz said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    @xIAmJumpMan23x said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    @j9milz said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    @xIAmJumpMan23x said in You can't argue that RNG doesn't affect games (Pt 1 - The Premise):

    I totally get it! I've always been in the camp that says "make the input harder and then reward me for it." Yes, if every squared up ball was a HR (or even a double) then there would be too many HRs. Ok...I agree. But rather than that being an argument for RNG, I'd say that's an argument to make the input more difficult. Make it HARDER to square a ball up (or get a perfect pitching input) and then reward me for it when I do it.

    Using your pitching input example, make it incredibly hard for a pitcher with bad control to get a perfect release, but when I get it, then pinpoint that badboy. And scale how far I miss the "perfect" input with how bad I miss my spot. If I barely miss perfect, then I barely miss my spot rather than having a barely missed input mean the ball can literally go anywhere the RNG happens to decide on that particular pitch

    Problem is they did that. Thats why we have Good/ok on balls near center or center pci. I really don't think theres any middle groun here. You either let usr input be the main factor or rng. Seems SDS choose RNG.

    Making it harder would explain good/ok near the center. But then how do you explain good/good swings when the ball is on the outside of the inner PCI? I've hit HRs with swings like that and I'd argue that should never happen

    Rng, both examples lets you know they game is not factoring user input/pci placment as much as it should. Take directional hitting for example. When using directional the game doesn't show you where the pci ended up. So a good/good could literally be anything. Seems as if the same thing is being applied to zone at times. I've said before people have theories about pitching and the reason for meatballs is to give directional hitters more hittable balls. They are trying to balance the game to much to please everyone.Same thing applies if your not great with pci placement, rng is used a lot more than it should to make sure you can still get hits even with terrible or not so good placement.

    You know, I’ve wondered this. The thing is, even when the hitter uses directional, the analysis still shows hit chance numbers and P.

    From what Ive gathered its beacuse pci is till being used. Just not by the user. Its basically the epitome of RNG. Only thing i wonder is what decides or goes into where the pci ends up. Lol

    The cards contact, power, vision, and hot zones determine this. If someone is using directional, don't pitch in the red squares.

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  • J Offline
    J Offline
    Jbob811
    wrote on last edited by Jbob811
    #22

    I use directional and am plauged by RNG every game. I square up middle middle fastballs and hanging meatball off speed pitches and am met with nothing but good/okay lazy fly outs. I swear good/okay is 80% of the RNG.

    Lets not even get started on how pitches some how magically float in the opposite direction they were aimed and promptly get put in the seats.

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